Well, thanks for the link. I read through the post and did get some good info about other things, but it seems as though maybe the pirates operate differently from other AIs as far as research goes? I've gone so far as to eliminate all other researches from their player table and left only mine, but they're still not researching it. Best I can guess (unless someone else has successfully added a research for pirates) is that they are 100% hard-coded. The resea
furyofthestars
Hmm, thanks. Guess I'll have to do a little bit more testing and/or get more creative in what I'm trying to accomplish....
Yeah, my main focus on this one is concerning the Pirates, but really it'd be useful if I do anything for the regular factions later.... I'm just curious if there's anything that controls the order in which the AI researches the various research subjects beyond what is accessible and the priority value? I'm experimenting with adding some new researches in for Pirates (or modifying existing ones) but seems all the existing ones for the Pirates are Tier 1 / Priorit
Goa, As a note of what I've discovered so far, the spawned vessels do seem to group into the pirate fleet so long as the spawner ship is still in the grav well and will jump with it. It looks like, though, they act a little freelance while the spawner ship is still traversing the grav well. It's like they're in the fleet, but without the fleet's specific orders and thus roam within range of the spawner ship. But, I think I may have just found the pe
Goa, That was something I considered before settling on it, but for my purposes, I think it might be a consequence I can live with. As I mentioned, I've gotten good at taking out Pillagers before they can even touch my world. In fact, any player can do it. All that needs to be done is to setup your orbital defense platforms so that the only part of your planet that is "exposed" is the backside relative to where the pirates would come in from. This causes th
[quote who="GoaFan77" reply="1" id="3465380"]However, if you wanted to get really mean, you could make one of those ships have an ability that spawns in additional pirate ships (that section of the gameplay.constants file uses the same system used by the Vasari Dark Fleet ability). Only thing is I doubt pirate ships spawned in this way will consider themselves part of the pirate fleet, so you might want to set it up so that it only triggers on planet bombing or something so that the extra pir
Yarlen, I realize code changes aren't going through right this moment, but if you could pass this up for being tossed onto the table for consideration at the next point code changes are looked at: Please remove the arbitrary limit to Pirate raid and Mad Vasari ship spawns (and which ever others might be affected) of 7 different types of ships. Thank you
[quote who="GoaFan77" reply="1" id="3465380"] There is a hardcoded number of ships that can be spawned. [/quote] Thank you, Goa. I must confess, some of the things I've learned about this game through modding really baffles me.
So, in fooling around with modding pirate fleet compositions, I've just noticed that I cannot get more than 7 different types of ships to spawn. IE, in gameplay.constants, if I go in and modify the pirateRaidDef -> pirateRaidComposition so that requiredShipCount is 8, then proceed to layout 8 different ships to spawn, only the first 7 will. The 8th will never spawn. Doesn't seem to matter what type of ship it is either. I can switch it out and whatever is #8
It most likely is. That was a change they made to balance their strength out. You can use a Kostra (sp?) cannon or other ship capable of making its current grav well a phase stabilizer node, too, to allow you into enemy territory.
Oh, of course. Should've kept digging a little more. I think I found it... DamageAsDamageDealer
Curious if anyone has gotten a buff to work that buffs weapon damage? (Note: all weapons... not just Energy or such.) ie, similar to: buffEntityModifierType "WeaponCooldown" but as WeaponDamage or something similar instead. I keep getting minidumps ~5-7 mins in.
Haha, thanks for the laugh, guys. Goa, yeah, I hadn't even thought about age of the map not working. What prompted me to search for and ask about it, though, was that I had started doing research into the various planets, planning on making a solar system map myself. While doing the research and trying to figure out how to handle a few things (grav well planet/moon distances, some moon classifications, etc), it dawned on me that someone must
While this is directly related to another (super old) thread I found around here, considering how old it is, I didn't know if anyone would get mad by my bumping it, so.... From this thread ( https://forums.sinsofasolarempire.com/381447/page/1/ ), the download link is invalid now. Was wondering if anyone else had a copy they could share?
Goa, for sure there will be, but it's always better if not needed (out-of-box). But, as I noted in my other post, I was more so commenting in regards to sequels.
Oh, certainly, but what I'm thinking of is like the way Supreme Commander does its modding. Similar in that it can all be done via simple text editor, but different in that you can actually have two mods changing the same unit (provided it's different stats*). You don't need to copy/paste the whole original unit file... just the lines you're changing. *There's actually a way for you to have multiple mods change even the same stat, but tha
[quote who="Dark_Ansem" reply="62" id="3437284"] easy to mod as this one[/quote] I actually hope they change the way modding works in it (for any sequels) a bit so that you can actually have more than one mod changing the same entity, albeit different stats.
Ok, buncha different quotes.... [quote who="Yarlen" reply="5" id="3427224"]Essentially, Normal is baseline, Hard is 50% more than Normal, Unfair is 50% more than Hard, etc. IIRC.[/quote] [quote who="Timmaigh" reply="9" id="3427378"][...]the Hard used to get 225 percent bonus, the Unfair 350 percemt. Cruel or whatever is next 475 percent, Vicious i assume 600...[/quote] [quote who="PKingZombieSpy" reply="41" id="3428176"]I did opt in and do appear to have the beta (1.82.49
Thanks, although that one doesn't appear to be updated for Rebellion. It did, however, help point me on the right track, but, I feel a little stupid, now. Didn't realize the entity.manifest file was already in plain text.... Harpo, I think there is a problem with your entity.manifest file included in the download marked as being for rebellion 1.8. The one you have there has 1758 entries. The one in my default game directory has 1761.
Harpo, Not sure if this is indicative of a problem with the reference files you hosted for Rebellion 1.8, or of a larger issue, but I'm getting minidumps on use of the entity.manifest file from your ref files. To give further details, it only occurs upon a ship entering the grav well of a neutron star (and only that star). I have been able to isolate the issue down to the entity.manifest file by creating a dummy mod that contained only that one file (e
[quote who="Ryat" reply="2" id="3428355"]Sadly no. :'([/quote] Yeah, I was afraid of that... oh well. [e digicons]:([/e] [quote who="Ryat" reply="2" id="3428355"]Yep, enjoy. Muhahahahaha[/quote] [e digicons]}:)[/e]
[quote quoting="post"]The other thing, is what determines the pirate fleet compositions on their raids an accessible file, or is that engine side? I've tried looking around already but can't seem to find it. Don't know if I'm just missing it. I want to beef them up a little bit, especially for later raids. Give them a Cap ship or two... possibly a Titan... *cough*[/quote] Ah-ha! Think I found it... gameplay.constants... pirateRaidDef :)</p
Eh, been about a month since this thread has seen activity, but I just wanted to note: [quote who="psychoak" reply="11" id="3193285"] ApplyTargettedBuffToSelfNoRange Change it to ApplyTargettedBuffToSelf and enter a range value accounting for the average distance between wells and the desired reach? It's more sensible that it be range limited than phase line limited anyway.[/quote] This method does work.
And no... not looking to make them a playable faction... (not sure if it's a common request, but figured I'd put that out there). :P Actually, I was doing a little experimenting with pirates and noted that they can't/won't use wormholes or jump between stars. Anyone know if it's possible to give them the tech to do this (from game start), or if it just simply wouldn't matter because the pirate AI is programmed to ignore wormholes/stars anyw
[quote who="WOEaintME" reply="5" id="3427091"]The fair versions are a strange beast in my opinion. Fair uncolonizeables guarantee you'll get one asteroid type and leave it at that just because it's, well, fair. I agree there's no reason for the spawning probabilty of a certain extractor to be zero in an uncolonizeable gravity well but I also think there is no reason to change it. It needs to be limited in some way and this is a fine way.[/quote] While that state